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/**
* 动画服务类
*/
import type { Map } from 'ol'
import { Vector as VectorLayer } from 'ol/layer'
import { Vector as VectorSource } from 'ol/source'
import { Feature } from 'ol'
import { Point } from 'ol/geom'
import { Style, Circle, Fill, Stroke } from 'ol/style'
import { fromLonLat } from 'ol/proj'
import type { MarkerData } from '../types/map.types'
import { ANIMATION_CONFIG } from '../constants/map.constants'
export class AnimationService {
private rippleLayer: VectorLayer<VectorSource> | null = null
private animationTimer: number | null = null
private map: Map | null = null
constructor(map: Map) {
this.map = map
this.createRippleLayer()
}
/**
* 创建波纹图层
*/
private createRippleLayer() {
const source = new VectorSource()
this.rippleLayer = new VectorLayer({
source: source,
zIndex: 1,
style: (feature) => {
const startTime = feature.get('animationStart')
const color = feature.get('rippleColor')
const elapsed = (Date.now() - startTime) / 1000 // 秒
// 创建多个波纹圈
const styles: Style[] = []
for (let i = 0; i < ANIMATION_CONFIG.rippleCount; i++) {
const phase = (elapsed + i * ANIMATION_CONFIG.phaseOffset) % ANIMATION_CONFIG.duration
const progress = phase / ANIMATION_CONFIG.duration // 0-1的进度
// 使用缓动函数使动画更平滑
const easeProgress = 1 - Math.pow(1 - progress, 3) // ease-out cubic
// 计算半径和透明度
const radius =
ANIMATION_CONFIG.minRadius +
easeProgress * (ANIMATION_CONFIG.maxRadius - ANIMATION_CONFIG.minRadius)
const opacity = Math.max(0, 1 - easeProgress) // 1到0的透明度
if (opacity > ANIMATION_CONFIG.minOpacity) {
// 计算颜色透明度
const alpha = Math.floor(opacity * 255)
.toString(16)
.padStart(2, '0')
const strokeColor = color + alpha
styles.push(
new Style({
image: new Circle({
radius: radius,
fill: new Fill({
color: 'transparent'
}),
stroke: new Stroke({
color: strokeColor,
width: Math.max(1, 3 - i * 0.4) // 动态调整线宽
})
})
})
)
}
}
return styles
}
})
if (this.map) {
this.map?.addLayer(this.rippleLayer)
}
}
clear() {
const source = this.rippleLayer?.getSource()
source?.clear()
}
add(marker: MarkerData) {
const source = this.rippleLayer?.getSource()
const feature = new Feature({
geometry: new Point(fromLonLat(marker.coordinates)),
markerData: marker
})
// 设置动画开始时间
feature.set('animationStart', Date.now())
feature.set('rippleColor', marker.statusColor)
source?.addFeature(feature)
}
addAll(markers: MarkerData[]) {
this.clear()
const source = this.rippleLayer?.getSource()
const features: Feature[] = []
// 为每个标记添加波纹效果
markers.forEach((marker) => {
const feature = new Feature({
geometry: new Point(fromLonLat(marker.coordinates)),
markerData: marker
})
// 设置动画开始时间
feature.set('animationStart', Date.now())
feature.set('rippleColor', marker.statusColor)
features.push(feature)
})
source?.addFeatures(features)
}
show() {
this.rippleLayer?.setVisible(true)
this.startAnimation()
}
hide() {
this.stopAnimation()
this.rippleLayer?.setVisible(false)
}
/**
* 启动波纹动画
*/
startAnimation(): void {
let lastUpdateTime = 0
const frameInterval = 1000 / ANIMATION_CONFIG.targetFPS // 帧间隔
const animateRipples = (currentTime: number) => {
if (this.rippleLayer && currentTime - lastUpdateTime >= frameInterval) {
this.rippleLayer.getSource()?.changed()
lastUpdateTime = currentTime
}
this.animationTimer = requestAnimationFrame(animateRipples)
}
animateRipples(0)
}
/**
* 停止波纹动画
*/
stopAnimation(): void {
if (this.animationTimer) {
cancelAnimationFrame(this.animationTimer)
this.animationTimer = null
}
}
/**
* 销毁动画服务
*/
destroy(): void {
this.stopAnimation()
if (this.rippleLayer && this.map) {
this.map?.removeLayer(this.rippleLayer)
}
this.rippleLayer = null
this.map = null
}
}